AjaxTorbin
2007-10-22, 11:44 PM
Requirements:
Feats: Point Blank Shot, Weapon Focus (any ranged), Precise Shot
Skills: Hide 5 ranks, craft(bow making) 5 ranks
Base Attack Bonus: +3
Stats:
Hit die: D6
Skills:4+Intelligence Modifier
Balance, Heal, Hide, Knowledge(Tactics), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope.
Archer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Aim, Ranged Fighter +2
2nd|
+1|
+0|
+2|
+0|Sudden Shot, Top Shot
3rd|
+2|
+1|
+3|
+1|Snipe, Skirmish Fighting
4th|
+2|
+1|
+3|
+1|Ranged Fighter +4, Top Shot, Fast Movement
5th|
+3|
+1|
+4|
+1|Put It Where It Hurts, Find The Chink
6th|
+4|
+2|
+4|
+2|Top Shot
7th|
+5|
+2|
+5|
+2|Ranged Fighter +6,Master’s Shot
[/table]
Aim: As long as Archer does not move and takes no other action except to use a ranged weapon, he may remain in Aim mode. At sixth level the Archer may enter AIM mode as a standard action.
After spending a full round studying a target area and his surroundings, the following round the Archer may choose ONE of the following:
Double damage. The target must be with in thirty feet. Critical damage is doubled with this effect. Can only be used when within sixty feet of the target.
Called Shot. You may make a called shot without a negative. This can only be used when within sixty feet of the target. This attack takes a full round.
Aimed Shot: With this a Archer may apply his Ranged Fighter bonus as normal to shots within one range increment.
Hit The Weak Spot after focusing on a target, the archer may make a spot check verses the target's armor class, it succeeds, the archer may make one ranged attack. If it hits the target is denied his armor for a number of rounds equal to ½ Archer level.
Ranged Fighter: At first level the Archer gets +2 to ranged attacks within thirty feet. At fourth level, the archer gets an additional plus 2, for a total of +4. Then, at seventh level gains another plus 2, for a total of +6
Top Shot: At second level and every even archer level thereafter, the Archer may select and take a ranged combat feat.
(i'm to lazy to look in every single book and list all the feats used with ranged weapons)
Sudden Shot: as an immediate action, only in response to combat initiation, the Archer may draw and fire one ranged weapon. This is a normal attack, no special abilities(IE: feats) may be applied.
Skirmish Fighting: the Archer gets the effect of the shot on the run feat, even if he does not meet the prerequisites.
Snipe: To be able to snipe the archer must first Aim. Then spending two rounds taking no more action than a five foot step. The archer must have a clear line of sight, and line of effect to his target during the these two rounds. The target must also be no more then one range increment from the archer. After this time, if the Archer still has line of effect and sight, he makes one attack at his normal full base attack bonus. If this attack hits it automatically scores a critical hit.
The Archer may apply any normal Aiming Mode bonus he may recive as long as he still qualifies for it.
Put It Where It Hurts: Once per Target, once per round the Archer may make a single attack as a standard action. For each point of base attack bonus the Archer takes off his shot the Archer does one point of temporary Physical ability damage to any ability(archers choice, Strength, Constitution, and Dexterity)
Find The Chink: The Archer gets the effects of the Deft Strike feat.
Fast Movement: the archer's base land speed increases by ten feet.
Master Shot: the Archer chooses ONE ranged weapon with which he has the weapon focus feat for. All criticals with that one weapon are improved by one. For example, a long bow has a critical of x3, if the Archer chooses that weapon it becomes x4. This applies to all shots made.
________________________________
Changes:
swiched master shot and put it where it hurts.
changed skirmish.
added Find The Chink
Feats: Point Blank Shot, Weapon Focus (any ranged), Precise Shot
Skills: Hide 5 ranks, craft(bow making) 5 ranks
Base Attack Bonus: +3
Stats:
Hit die: D6
Skills:4+Intelligence Modifier
Balance, Heal, Hide, Knowledge(Tactics), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope.
Archer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Aim, Ranged Fighter +2
2nd|
+1|
+0|
+2|
+0|Sudden Shot, Top Shot
3rd|
+2|
+1|
+3|
+1|Snipe, Skirmish Fighting
4th|
+2|
+1|
+3|
+1|Ranged Fighter +4, Top Shot, Fast Movement
5th|
+3|
+1|
+4|
+1|Put It Where It Hurts, Find The Chink
6th|
+4|
+2|
+4|
+2|Top Shot
7th|
+5|
+2|
+5|
+2|Ranged Fighter +6,Master’s Shot
[/table]
Aim: As long as Archer does not move and takes no other action except to use a ranged weapon, he may remain in Aim mode. At sixth level the Archer may enter AIM mode as a standard action.
After spending a full round studying a target area and his surroundings, the following round the Archer may choose ONE of the following:
Double damage. The target must be with in thirty feet. Critical damage is doubled with this effect. Can only be used when within sixty feet of the target.
Called Shot. You may make a called shot without a negative. This can only be used when within sixty feet of the target. This attack takes a full round.
Aimed Shot: With this a Archer may apply his Ranged Fighter bonus as normal to shots within one range increment.
Hit The Weak Spot after focusing on a target, the archer may make a spot check verses the target's armor class, it succeeds, the archer may make one ranged attack. If it hits the target is denied his armor for a number of rounds equal to ½ Archer level.
Ranged Fighter: At first level the Archer gets +2 to ranged attacks within thirty feet. At fourth level, the archer gets an additional plus 2, for a total of +4. Then, at seventh level gains another plus 2, for a total of +6
Top Shot: At second level and every even archer level thereafter, the Archer may select and take a ranged combat feat.
(i'm to lazy to look in every single book and list all the feats used with ranged weapons)
Sudden Shot: as an immediate action, only in response to combat initiation, the Archer may draw and fire one ranged weapon. This is a normal attack, no special abilities(IE: feats) may be applied.
Skirmish Fighting: the Archer gets the effect of the shot on the run feat, even if he does not meet the prerequisites.
Snipe: To be able to snipe the archer must first Aim. Then spending two rounds taking no more action than a five foot step. The archer must have a clear line of sight, and line of effect to his target during the these two rounds. The target must also be no more then one range increment from the archer. After this time, if the Archer still has line of effect and sight, he makes one attack at his normal full base attack bonus. If this attack hits it automatically scores a critical hit.
The Archer may apply any normal Aiming Mode bonus he may recive as long as he still qualifies for it.
Put It Where It Hurts: Once per Target, once per round the Archer may make a single attack as a standard action. For each point of base attack bonus the Archer takes off his shot the Archer does one point of temporary Physical ability damage to any ability(archers choice, Strength, Constitution, and Dexterity)
Find The Chink: The Archer gets the effects of the Deft Strike feat.
Fast Movement: the archer's base land speed increases by ten feet.
Master Shot: the Archer chooses ONE ranged weapon with which he has the weapon focus feat for. All criticals with that one weapon are improved by one. For example, a long bow has a critical of x3, if the Archer chooses that weapon it becomes x4. This applies to all shots made.
________________________________
Changes:
swiched master shot and put it where it hurts.
changed skirmish.
added Find The Chink